BigRedCroc V0.3 full release - driver, sources, screenshots


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Posted by Marvin from l316t1p33.netway.at (195.96.17.161)on March 28, 1998 at 05:37:38:

I have just uploaded the full BigRedCroc V0.3 release.
The files are:

CROC3.ZIP - the driver, version V0.3 19980328 (glide2x.dll instead of glide2x.voo -
sorry,can't delete this upload! - please Bjorn delete this one and rename CROC3a.ZIP to CROC3.ZIP!!!)
CROC3a.ZIP - the driver, version V0.3 19980328 (DLL renamed to glide2x.voo, this is the right one)
CROC3SRC.ZIP - the sourcecode of the driver
CROCPIC.ZIP - some screenshots of the game!

The changes are described in the readme, and I have included them
at the bottom of this post.
This release is perhaps the last BigRedCroc release, I hope
we will succeed in merging this driver with the general BigRRed
wrapper.

New features include in-window mode (nice!), better logging
facilities and a way to configure these modes via an INI-file!
If you want to test the driver/wrapper on other games, I would
suggest a setting of LogMode=2 if the game crashes...
I would really appreciate if the log files of some other
game demos could be posted, in order to diagnose what most important
features are currently missing in the driver/wrapper.

WARNING: One thing I forgot to mention in the readme of the driver is
the fact that the name of the logfile is now BGRRED.LOG. So,
please get rid of any SCARLET.LOG - they are old!!!

Have fun, and happy experimenting....

Marvin

Ok, here is the most important part from the readme:

------------------------------------------------------------------------
------------------------------------------------------------------------
Changes from V0.2 to V0.3
-----------------------------------------

o) I have choosen an INI-file for configuration of some parameters.
The advantage (over registry) is, that you could have for
each game your own INI-file and therefore could configure
different games differently....
The name of the INI-file is BGRRED.INI and it has to be
in the games directory (the directory, where the main EXE file of
the game resides).
There are currently only 4 parameters you can set via the INI file,
they all have to be included in a section "[General]":

LogMode: 0=no log, 1=normal, 2=continuous with flush
RefreshRate: 0=from glide, >0 forced userrrefresh
NoWait: 0=vertical sync, 1=no sync
InWindow: 0=fullscreen, 1=windowed

The following default INI file is provided with this release:

[General]
LogMode=0
RefreshRate=60
InWindow=1
NoWait=0

o) LogMode: you can now turn logging of the Glide-calls
on and off. Logmode 0 does no logging, logmode 1 does normal
logging (i.e. each glide function is listed once, some more
information is logged continuously), and logmode 2 is a full
loggin, where each glide function is listed every time it is
called, and after each logging the log file is flushed.
This logmode 2 is slower and produces a very big logfile, but
it is useful for games that crashes somewhere. You can see
in the log file, at which routine the game has crashed (finally).

o) RefreshRate: if set to 0, the Glide parameter is used
for the refreshrate...

o) InWindow: now the wrapper also works in windowed mode - this is
fun (looks nice somehow) and helps making screen shots very easily...
Warning: for Croc, I had to automatically change the original game
window (the application window) to a non-fullscreen, non-topmost
small window, otherwise it didn't work. You can see this window
now as a black rectangle top left of the desktop. In order to
play and hear the sound, you have to click onto this 'window' when
it looses its focus (you can do this with the icon bar on the bottom
of course, too). Each time you select another window, this game
window is minimized, and the game automatically stops (this is
done by Croc him/herself, and is quite handy for making
screenshots).
Play a little bit around with it....
I hope windowed mode works for other games too....

o) NoWait: if set to 1, at buffer switches are not synchronized with
the vertical blank interval. You will notice a lot of tearing and
other artefacts, but it should be faster...
Not recommended...

o) Normal W buffering should work now, somehow (not tested)

o) More texture formats are supported now (all that don't need
to be converted) - paletted textures are still unsupported
(but could be, of course)

I hope this is all...




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